How to render your entire Daz scene with texture animations, base opacity animations and camera switches.
Includes how to replace specific images in a rendered image sequence.
Using Texture Animator plugin for Daz Studio 4, which is available at my Renderosity store: http://www.renderosity.com/mod/bcs/index.php?vendor=744699

This latest video is the Blender edition of my recent modeling tutorial for 3dsmax, in which I demonstrate a relatively quick and painless strategy to achieving a "nested" dodecahedron math model. This fascinating shape is really much less complex than it appears, but creating it will take us through some very interesting, and useful techniques to seamlessly connect concentric polygonal shapes, using the Loop Tools' Bridge command. Along the way, we also utilize advanced tactics for selecting and isolating interconnected surface elements on cumbersome geometry. The resulting model is ideal for 3D Printing; as an interesting piece of jewelry, decor; or simply as a digital design asset.

How to create, remove, save and load base opacity animations using Texture Animator plugin for Daz Studio 4, which is available at my Renderosity store:
http://www.renderosity.com/mod/bcs/index.php?vendor=744699

How to create, edit, remove, save and load texture animation jobs using Texture Animator plugin for Daz Studio 4, which is available at my Renderosity store:
http://www.renderosity.com/mod/bcs/index.php?vendor=744699

In this tutorial I show how to easily and quickly model a fully connected, concentric dodecahedron nest, as a solid, printable object, using the Named Selection Sets feature in 3dsmax. The techniques shown here utilize basic polygonal modeling principals, and default modifiers and tools. Using the parametric hedra primitive, we start with a simple truncated dodecahedron, and use edit poly to procedurally build the finished shape.

This tutorial is an addendum to my previous video for 3dsmax, in which I show a very simple technique to creating an interesting Ported Cube object in Blender. The procedure shown here should work in any version of Blender from 2.6x to 2.75. No addons are required, but I am utilizing the Pie Menus and Dynamic Spacebar Menu addons in this demonstration.

This tutorial is a translation of my previous video for 3dsmax, in which I demonstrate an intermediate technique to achieve a beautiful trefoil star-shaped pendant object (known also as a Cayley Cubic Surface), which could be used as an interesting digital asset, or for 3d printing.

In this brief tutorial, I'll show you how to quickly create a ported cube object in 3dsmax, which could make a beautiful 3d printed pencil holder, or some other interesting decorative item. All of the techniques shown here are basic polygonal modeling procedures which could be translated to almost any capable polygon modeling package. I plan to also do a Blender version of this tutorial as well.

In this tutorial, we will model a voronoi-style bangle bracelet; suitable for use as either a high quality digital prop, or real-world 3d print, using basic polygonal modeling strategies in Blender 2.74. There are no addons required, but I do have pie menus, and the dynamic spacebar addons enabled for this demonstration. These are completely optional, of course, and should not affect the techniques shown in this tutorial.

This video will demonstrate an easy technique to model a trefoil star object, which can be used as an interesting virtual pendant, or a fun 3d print. Following the basics of this approach, you could come up with many unique variations, or custom designs, of your own. The only limit is your own imagination.

In this tutorial, I'll demonstrate an easy method to modeling a floral-style star ball, without any addons or plugins, using standard polygonal modeling techniques. The result can be suitable for 3d printing.

In this tutorial, I'll show you how to quickly model a twisted fantasy pendant or amulet object, complete with holes for hanging on a necklace. This step-by-step project will demonstrate a combination of procedural, and standard polygon modeling techniques. You will learn by example, using extended primitives, modifiers, polygon modeling; creating holes in topology without booleans, and how to work with objects dynamically, within the modifier stack.

A video on Sketching Silhouettes which is part of my free tutorials demonstrating how I sketch and generate ideas. The series is aimed at beginners, but maybe intermediates will find it useful too. I’m building the series slowly, starting with basics and finally creating some weird and wacky creatures or whatever pops into my head. Hope you find it useful.

In this tutorial, I'll show you two distinct techniques to modeling a toroidal ring of saddle surfaces, known as a Scherk-Collins sculpture, without any plugins, addons, or 3rd party software. This beautiful mathematical object could be useful as a pendant, earring, or any kind of modern art sculpture in a cg environment. The only limit is your own imagination. The common modeling techniques I'm using here could be easily translated to any capable 3d polygon modeling software, like Blender.

In this tutorial, I'll show you how to create a mobius style object, but this time with interlocking segments between each ring. I'm sure many of you have seen this type of object before; it's a popular shape in the math modeling community, and appears all over the 3D printing world, as an aesthetically complex, but pleasing object. NO plugins or addons required.

Currently, there are some issues that occur when using Callad's absolutely wonderful Reality Light System that was designed for Reality2.5. While we eagerly await the next version of RLS (that I know Callad is working on,) I wanted to offer up a simple guide to how I've been setting up lights for Reality 4
This tutorial will walk you through using the lights included with Reality 4 to set up lights that you can 'look through' and aim using camera controls in the same way you would use Daz Studio native lights.

In addition to the various character customization options you have with iClone, you also have the ability to create a brand new 3D head from your own personal 2D photos! In this tutorial, you'll learn about the important concept of facial fitting, and how you can use it to bring your own head photos to life in 3D. You'll also learn a bit about customizing the texture and surface appearance of your new face, as well as making subtle changes to the facial features. All you need to start is a 2D photo of yourself or anyone else you want to make into a character. So what are you waiting for?

Can you make your own jewellery mesh in a modelling application?
Can you use Poser's Cloth Room?
If you answered yes to both of those - did you realize that a small addition when you're modelling the jewellery will allow it to be used in the Cloth Room?
Dynamic Poser jewellery is unbelievably simple to create!
The key to this is shown in the promo image - for a bit more information check the rest of this brief guide.
(Thanks to klausdbg on ShareCG for the inspirational conforming jewellery that started me on this quest, and to Stegy, ParrotDolphin and WhimsySmiles who posted dynamic jewellery freebies in Renderosity FreeStuff which allowed me to work out how to do it.)

Someday I will be more proficient in ZBrush - after several days going through the tutorials, the manual, etc. and hours trying to do a simple 3-braid rope-twist using ZB, I resorted to my old simple stand-by Rhino 3D (yes a Nurbs modeler) to model the segment. Imported obj into ZBrush, tweaked it with ZB's remesher and got something passable as an insert brush... a bit more tweaking with brush stretch, welding, etc. needed. For me at this point a far less painful and much shorter work flow